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Hierax

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Everything posted by Hierax

  1. The Armor Piercing Variant in the 6e APG taken from Digital Hero #13 and Adventurer's Club #20 is a good one (i.e., BODY rolled = DEF reduced, or -1 DEF per DC of the attack) but I don't think it works with the new 6e pricing for AP being +1/4 instead of +1/2 -- it looks like it wasn't updated to take the Advantage cost change into account - either that or I'm missing something. I seem to remember another thread where it was pointed out how the new numbers for AP being +1/4 make more sense than +1/2 in the standard H6e rules. But the APG doesn't seem to work as well with the 6e method as it does with the 4e/5e method. So, how would the APG AP have to change to make it work with the +1/4 6e method instead of the +1/2 old method it was originally built with? Particularly in a way that is a better balance vs. Piercing (also in APG).
  2. Re: Paying for Magic Items Pretty simple really, I use the Independent Limitation so if a character starts with the item they pay points for it (as would any character for any power) and lose those points when they lose the item and if they find an item in play they get its points along with it but the points go away with the item if/when it does (I guess that's the same thing as free in an 'easy come easy go' kinda way). This makes it a significant investment/drain to create an item but places the point burden on the creator not the finder/keeper. btw, 6e has eliminated the Independent Limitation but I'm keeping it as a house rule.
  3. Re: Light and Sound levels Looks pretty good and I like the idea of a continuum of values but more levels of granularity and/or greater penalties might be better. e.g., Moonless Night is -2 to -3 PER but because PER is hardlinked into INT then some smart guy (INT 20+) can see as well on a Moonless Night as a Normal average Joe (INT 10) can see with Interior Lighting. Can you extend/expand upon this?
  4. Re: APG Discussion thread It lets you do all of that. I haven't read the APG version in detail yet but it's very similar if not the same as the Digital Hero HeroGlyphs article on it.
  5. Re: FH Player who wants character to BE an amulet FWIW, the Advanced Players Guide has a section on a Possession Power (H6e-APG.74-77).
  6. Re: A little different take on magic.. I like the Familiar Follower with UBO and IAF is a neat way to do it too. If the wizard already has spells the Familiar could give extra powers as above and/or boost the wizard's existing powers with Aid. For Summoning/negotiating take a look at The Valdorian Age it has a great summoning Magic system chock full of flavour for Demons, Elementals, etc.
  7. Re: CHAMPIONS 6E -- What Do *You* Want To See? Oh yeah, Layout wise, have the same character on the same page-spread -- have the picture of the Character visible at the same time as the name, a lot of the 5th ed. books would have been better with this and since you're bothering to use full colour art the pics will stand out even more. Also since you are using colour look at some more ways to use coloured text to differentiate information, you're already paying for it, may as well use it.
  8. Re: CHAMPIONS 6E -- What Do *You* Want To See? I'll second that second. Different sets of Benchmarks for different levels of power for different campaigns with representative sample characters for each -- take the opportunity to showcase the variety and flexibility of the new Hero System. Also, don't don't skimp on the side-barred examples -- this is a great opportunity to say take/paste things from the various villian books and Ultimate Superpowers Databases and quickly update them to H6e. Sample powers really help inform and whet the appetite for more (plus the people playing the online game will be interested to see how the powers of the guys they fight in the computer game look in the rpg).
  9. Re: Abilities Discussion No offense taken, Shrike. Necrull while a Canadian Takofanes-esque character is significantly weaker than Takofanes himself: He's 1,000 points but is 90 MP/VPP vs. 150. 18d6 Lightning; Drain BODY 3d6 return per month; Regen 8d6 needs flesh; VPP assimilates powers of target flesh; 75% DR PDr/EDr; 22 BODY; 41 STUN; only 8nDEF/6rDEF. Mainly would depend on what sort of powers he can assimilate into his VPP. I don't know how he'd work in the computer game but that's a quick summary of the CotN version. Hope that helps.
  10. Re: Hero Podcast: What Would You Like To Hear? How about the DunDraCon annoucements and discussion panels or whathaveyou? Record them and upload 'em, easy.
  11. The Skill Levels for All Agility Skills in H6e is now listed at a cost of 6 points. Is this a typo? Shouldn't it be 5 pts instead? Why I'm guessing this: DEX is 2pts; Dex provides CHAR Rolls and Agility Skills and Initiative; Lightning Reflexes is 1pt per +1 Dex for Initiative Therefore Dex without Initiative is 1 pt +5 DEX = +1 Skill Roll Therefore +1 to DEX CHAR Rolls and Agility Skill Rolls should be only 5 not 6 points (also matches up with H5er and The Ultimate Skill so better backwards compatibility) Thanks!
  12. Re: Post "gotchas" here Why not have it both ways? If you just barely make the PER Roll, you know the wall is fake but can still see it; if you make the PER Roll by a bunch you see right through it as if it wasn't there. Sort of like a Transparency setting slider, if you will, the more you make the roll by the more faded the fake wall is.
  13. Re: Tremorsense Here's how I did it for 5e: Tremor Sense: Spatial Awareness (includes Targeting) plus 360 Degree Sensing; Can only sense what is touching the earth (-¼). You could further Limit it and have that it only lets you sense where the Target is standing but not be able to sense what they are doing with their hands.
  14. Re: Sixth Edition Showcase #8: APG Goodies anyone know if Piercing is going to be in the APG? It was a very useful too in 5th ed., I hope it made it to 6th.
  15. Re: Negatory My above example takes care of the Characteristic/Skill Rolls part of getting full Granularity and does it without using Negative Characteristics.
  16. Re: Negatory Another solution would be to use the Toolkitting options change the CHAR/SKILL Rolls so that a 0 CHAR is a 0 Roll. e.g., CHAR 0-10: Roll = CHAR; CHAR 11+ = regular CHAR/5 + 9 (or CHAR-10/5+11) Would give you: CHAR = Roll 0 = 0- 1 = 1- 2 = 2- 3 = 3- 4 = 4- 5 = 5- 6 = 6- 7 = 7- 8 = 8- 9 = 9- 10 = 10- 11-12 = 11- 13-17 = 12- 18-22 = 13- 23-27 = 14- 28-32 = 15- ... A nice full spread of granularity and no Negative Characterisitics required! Most Characters wouldn't change, only those with 10 or less in a CHAR. And that's just one simple toolkitting option that addresses both issues.
  17. Re: Negatory A Value of 0 with a CHAR should give 0 for a Characteristic or a Skill Roll with that Characteristic.
  18. Maybe some superpowers are more real than we thought... Blind Seeing with Sound! : http://www.cbsnews.com/stories/2006/07/19/earlyshow/main1817689.shtml Move over Daredevil. Any other examples?
  19. Re: Confusion Field Transform: from Character with Conscious Control of Own Actions to Character with No Conscious Control of their Actions. vs. BODY default or vs. whatever the heck feels right to you for the specific effect maybe INT and maybe AVAD it so it is vs. MD.
  20. Re: Star HERO with... not magic, really, but... ICE's Darkspace was a game ahead of it's time that had a lot of great stuff in it that might help. Oddly enough I don't see the .PDF on ICE's website but, like the truth, it's out there. Here's a brief description: http://www.icewebring.com/ICE_Products/RM2/RM2_1301_DarkSpace.php Rolemaster and Spacemaster Dark Space Author: Monte Cook Stock #: 1301 ISBN 1-55806-140-1 Published 1990 by Iron Crown Ent. Cover Price: $16.00 Page Count: 160 Cover/Jacket Text: Mankind's very existence is threatened by a horror from before time and beyond space. Alien entities called the Elder Worms in days long passed are seeping down once again from their lairs in the Dark Nebula, and the people of the Twenty Worlds are their first prey. To stop these beings before their evil plots come to fruition, brave heroes must use all at their disposal: magic, telepathy, and high science. come to them worlds of... DARK SPACE is a complete campaign setting well as a unique combination of science fiction, fantasy and horror. Contained within are detailed descriptins of twenty different worlds and the society that binds them together. Organizations, religions and governments of this fantasy/high tech society are included as well as a number of new races and beasts unique to the setting. DARKSPACE includes: • A complete campaign setting compatible with Rolemaster; Space Master, or both games together. Dark Space can also be worked into any existing campaign (fantasy or science fiction). •Comprehensive rules for the biological science of Softech, along with hundreds of items and uses, such as specifically engineered creatures, biological starships and vehicles, physical enhancing microorganisms, grafts which can give any character wings, claws, natural weaponry, and much more. Softech is a science which can do anything conventional "hardtech" sciences can and things unimagined until now. •Rules for creating metamorph characters with super-human powers. •Rules for bio-ships with layouts and diagrams, and bio-ship combat. skills and a new profession, the Softechnician. •New spells and psion lists as well as magic rules for dealing with technology and space travel. Dark Space can be used as a guide for adding technology to Rolemaster and magic to Space Master. detailed description of the creatures from the Entities From Deep Space section of Creatures and Treasurges II, with new entities, their leaders, their insidious plots and motivations, and their foul airworld. •Non Player Characters and creatures both high and low level, and guidelines for creating a player character at any level for this unique environment.
  21. Re: The SUPER Defense Power (6E) Sorry, that wasn't very clear, I meant that the size of the AoE is no longer tied to the Active Points. The comparison that I was trying (poorly) to make is that Damage could also be divorced from Active Points/Advantages and just work off of Damage (DCs) pure and simple, like Area now works off of Area not Active Points/other Advantages. Hope that's clearer.
  22. Re: The SUPER Defense Power (6E) Moreover, it's also not logical in most cases -- e.g., why Armor Piercing attacks should be any less affected by Strength than non- be they bullets or blades just plain doesn't make sense (in the same way it didn't make sense for AoE but that was fixed).
  23. Re: Spartan Soldier (300) Doric/Laconic is more what you'd want.
  24. Re: The SUPER Defense Power (6E) I don't pro-rate DC's for Advantages, I like Base Points and just control uber-Advantages stacking as a GM thing, makes Adding Damage so much simpler and can do things like this a lot more easily. I don't know why it is still so complicated. Damage Negation as a Defence/Anti-Damage is the first thing that occurred to me when I saw it as it just seems so intuitive. You could also apply Standard Effect to it and have it run like regular defences getting 3/die, if you wanted. Point is that there's lots of cool possibilities opened up by this great new power!
  25. Re: The SUPER Defense Power (6E) I love Damage Negation! Damage Negation is the fairest Defensive Power of all. It is actually costed right 1 DC of Attack = 1 DC of Defence; heck, more of the Hero System should be like this, nicely balanced. I've never liked the Defensive powers being much cheaper than the attack powers but this fixes it. If you wanted more variation it would be easy to House Rule it so that you could roll dice for Damage Negation just like you do for Damage. Heck, you could even change it so that there is Normal Damage Negation and Killing Damage Negation. Keep in mind that for Attack Powers there is the option for Reduced Damage Negation which acts sort of like Piercing vs. Damage Negation. With this in mind you could build Armor and Forcefields, etc. with Damage Negation and use the Reduced Damage Negation to replace Armor Piercing and Piercing. If the parts of it vs. Penetrating, AP, NND, etc. are a problem, then you could require the Damage Negation to have to take the same Advantages as the attack to be able to defend against them; effectively having it work just like an anti-attack anti-DC base points. A lot of potential for Damage Negation, even if you don't like it as is think about how with a few tweaks it opens up more possibilites and a better balance between attack and defence powers (at least at the base point level).
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